Files
funnygame/external/steamworks/steamworksexample/p2pauth.h
2025-07-13 15:47:42 +03:00

75 lines
2.4 KiB
C++

//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
const int k_cMaxSockets = 16;
class CP2PAuthPlayer;
bool SendAuthTicketToConnection( CSteamID steamIDFrom, HSteamNetConnection hConnectionTo, uint32 cubTicket, uint8 *pubTicket );
//-----------------------------------------------------------------------------
// Purpose: one player p2p auth process state machine
//-----------------------------------------------------------------------------
class CP2PAuthPlayer
{
public:
CP2PAuthPlayer( IGameEngine *pGameEngine, CSteamID steamID, HSteamNetConnection hServerConn );
~CP2PAuthPlayer();
void EndGame();
void StartAuthPlayer();
bool BIsAuthOk();
void HandleP2PSendingTicket( const MsgP2PSendingTicket_t *pMsg );
CSteamID GetSteamID();
STEAM_CALLBACK( CP2PAuthPlayer, OnBeginAuthResponse, ValidateAuthTicketResponse_t, m_CallbackBeginAuthResponse );
const CSteamID m_steamID;
const HSteamNetConnection m_hServerConnection;
private:
uint64 GetGameTimeInSeconds()
{
return m_pGameEngine->GetGameTickCount()/1000;
}
bool m_bSentTicket;
bool m_bSubmittedHisTicket;
bool m_bHaveAnswer;
uint64 m_ulConnectTime;
uint64 m_ulTicketTime;
uint64 m_ulAnswerTime;
uint32 m_cubTicketIGaveThisUser;
uint8 m_rgubTicketIGaveThisUser[1024];
uint32 m_cubTicketHeGaveMe;
uint8 m_rgubTicketHeGaveMe[1024];
HAuthTicket m_hAuthTicketIGaveThisUser;
EBeginAuthSessionResult m_eBeginAuthSessionResult;
EAuthSessionResponse m_eAuthSessionResponse;
IGameEngine *m_pGameEngine;
};
//-----------------------------------------------------------------------------
// Purpose: simple wrapper for multiple players
//-----------------------------------------------------------------------------
class CP2PAuthedGame
{
public:
CP2PAuthedGame( IGameEngine *pGameEngine );
void PlayerDisconnect( int iSlot );
void EndGame();
void StartAuthPlayer( int iSlot, CSteamID steamID );
void RegisterPlayer( int iSlot, CSteamID steamID );
void HandleP2PSendingTicket( const void *pMessage );
CSteamID GetSteamID();
void InternalInitPlayer( int iSlot, CSteamID steamID, bool bStartAuthProcess );
CP2PAuthPlayer *m_rgpP2PAuthPlayer[MAX_PLAYERS_PER_SERVER];
IGameEngine *m_pGameEngine;
HSteamNetConnection m_hConnServer;
};